/**************************************************************************** ** ** Copyright (C) 2008-2012 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #pragma once #ifndef QT3DS_RENDER_MODEL_H #define QT3DS_RENDER_MODEL_H #include "Qt3DSRenderNode.h" #include "foundation/StringTable.h" #include "Qt3DSRenderTessModeValues.h" namespace qt3ds { namespace render { struct SDefaultMaterial; class IBufferManager; struct QT3DS_AUTOTEST_EXPORT SModel : public SNode { // Complete path to the file; //*not* relative to the presentation directory CRegisteredString m_MeshPath; SGraphObject *m_FirstMaterial; QT3DSI32 m_SkeletonRoot; TessModeValues::Enum m_TessellationMode; QT3DSF32 m_EdgeTess; QT3DSF32 m_InnerTess; bool m_WireframeMode; bool m_ShadowCaster; SModel(); void AddMaterial(SGraphObject &inMaterial); NVBounds3 GetModelBounds(IBufferManager &inManager) const; // Generic method used during serialization // to remap string and object pointers template void Remap(TRemapperType &inRemapper) { SNode::Remap(inRemapper); inRemapper.RemapMaterial(m_FirstMaterial); inRemapper.Remap(m_MeshPath); } }; } } #endif